The Universe is a big place. Humanity colonized but a fraction of the galaxy before the Scream and still that territory is vast and unknowable. It is unsurprising then, that in your haste to flee the rightful owners of your new ship that you managed to get lost, carried away far past the safe distance of a spike jump into an unknown territory. Your ship’s computer has managed to identify the sector as Kleveland Delta and tell you a bit about what these worlds once were, but the information is 400 years out of date. Fortunately as far as anyone here knows you are the rightful owners of this ship and the credits on board, so it may be best to make a fresh start here rather than to return home where an angry mob boss wants to torture you to death.
What is this? Stars without number is a free retroclone of basic D&D IIIIIIIIN SPPPPPAAAAAACCCEEEEE! Get it here:
http://rpg.drivethrustuff.com/product/86467/Stars-Without-Number:-Free-Edition Basically Humanity spread out through the galaxy thanks to Spike Drives which allow FTL travel and later Jump Gates which make FTL fast, easy, and cheap. Unfortunately, 600 years ago the Jump Gates stopped working; interstellar civilization collapsed and billions of people died. For the campaign you are the crew of a small ship recently obtained through less then legal means. While fleeing the rightful owners something went wrong with your jump and instead of jumping to the next star you ended up in an entirely different sector of space.
What will we be doing? I am trying this out in the grand old sandbox tradition. I have generated a random sector with the tool found here:
http://www.emichron.com/swn/ and made some changes to make things gameable. From there on it’ll be your guy’s decision what happens. Become pirates, do some trading, try to get back home, find an ancient and abandoned world of pretech and conquer the entire sector, it’ll be up to you! Each of the generated worlds has tags to serve as story seeds (there are a couple that I really hope you get to) along with alien races, religious offshoots, powerful companies and competing factions.
Are you just going to kill us? I’m planning on this being combat light and low fatality. Obviously if you guys decide to go in guns blazing all the time that might change but my preference would be for skill checks and negotiations to be the first resort, enemies that surrender or run away when injured or outnumbered, that sort of thing.
Character Creation I’m not a fan of random rolls so you have the option of using point buy, just divide 70 points among your 6 stats with 3 being the minimum and 18 being the maximum. Make a home world that fits your character concept, you probably won’t be seeing it again unless you guys make finding your way home your main goal so feel free to go nuts. If you want to be an alien, a cyborg, or some genetic variant of human that is encouraged but will just be a background detail, no stat bonuses or penalties. The rest of character creation will be just like in the book until you get to equipment. Your ship has a workshop for making TL 4 equipment, so you do not need to buy anything that you can make in there. Finally pick 3 goals for your character. This will help flesh them out and when you complete a goal you will get exp depending on how difficult it was.
Any house rules? A couple, mostly minor and stolen from John Wick. Instead of credits for exp you will get exp when completing a goal or doing something notable. This may include getting exp such as if you rob a bank but you will also get exp for exploring new planets, making discoveries/friends/enemies. I will also be incorporating the aiding rules, where you can help someone out when they make a skill test by making an appropriate skill test of your own. Psychics can torch to use a power they don't know if they have the relevant discipline but add a torch die for every level of the power. Finally if any of you have any suggestions for house rules feel free to make them!
Posts
Hugh Anders
Str: 10
Dex: 14(+1)
Con: 10
Int: 14(+1)
Wis: 8
Cha: 14(+1)
Class: Expert
Special Ability: Like a Charm
Background: Con Artist
Training Package: Adventuring Expert
Languages: English,
Hp: 6
Credits 50
Skills:
Athletics 0
Culture/Criminal 1
Culture/World(Silicio) 0
Persuade 1
Stealth 1
Combat/Projectile 0
Perception 0
Equipment:
Armored Undersuit: AC: 7, Enc. 0,
Revolver: 1d8, 30/100, mag 6
Shotgun: 3d4, 10/30, mag 2
100 rnds, Shotgun
100 rnds, Revolver
Backpack TL4
Compad
Hugh came from a frontier world, high tech and booming in prosperity. Unfortunately, he was not one of those prosperous ones. Born to poverty, he did whatever he had to to get out. He jumps on opportunities quickly, often without thinking them through. Even so, he's still wondering how he found himself on a space ship out in a random system he knows basically nothing about.
Goals:
-Do something noteworthy, get his name out there, famous, infamous, doesn't matter.
-Acquire a small amount of wealth (10,000 credits maybe?)
-Improve the space ship. This is going to be his home for a little while, after all, might as well make sure it's a good one.
Well, I like aliens, so aliens. And it has a random alien generator! Oh good!
Let's see...
4: Insect
5, 5: Faith, Faith
3: Tribal
Insect Features: 15, 19: Hives w/Queens, Subterranean
I can work with that. Looks like an engineer, but I'm going to see what others might come up with before fleshing it out.
Edit: Speaking of Cheeseliker, since you'll be going in an unknown (to you guys) sector I'll let you specify the World that your Culture/World skill applies to in game. We can say that you have read some old books on it or the planet you come from has an especially similar culture if you like.
Frank Arkans - Medic 1st class reporting for duty!
1. First and foremost, Dr. Arkans idea of a good time is dissecting and learning about Xeno's. He wants to learn about all alien races and be able to heal and administer to them.
2. Adventure! Dr. Arkans wants to see the stars! Go to that planet with the hostile alien race? SURE!
3. Dr. Arkans wants to be able to start and run a clinic that will be able to care for and heal any sentient being that makes it's way there; alien, human or other.
Gamora! Green-skinned warrioress from a savage planet on the outer rim called Tamaran.
Str 14 (+1)
Int 9 (+0)
Wis 10 (+0)
Dex 13 (+0)
Con 14 (+1)
Cha 10 (+0)
Class: Warrior
Hit Die: 1d8
Special Ability: Veteran's Luck
Background: Adventurer
Training Package: Space Marine
Skills:
Combat/Energy Weapons 0
Combat/Primitive 0
Culture/Spacer 1
Exosuit 0
Navigation 0
Tactics 0
Tech/Astronautics 0
Vehicle/Space 0
Languages: Common, Tamaran
Stuff:
Backpack
Vacc suit
Atmofilter
Navcomp
Survival kit
180 credits
Based on what people have currently thrown out there, any recommendations on what the group might need?
Oh ok, I will choose Dekanna as my other language, on the first ship that I served, there was a handful of Dekanna deck crew.
Edit: Ready to go!
Background: Technician
Class: Expert
Package: Pilot
First Impressions: Ekseppek Clectikinihvepikit is a Coleosketiktip, a rusty colored, beetle-like insectoid species known to inhabit compact urban areas in a tribal society. There's one reproducing queen among a couple hundred or so mostly neuter males, but every few years, they have a great contest where a few males travel space to earn the right of mating. Some expect to win, while others are sent out in the hope they will never return. Eksep belongs in the latter, a tech who drew the short straw from his subunit. He's a wiry, black bug-eyed fellow who's nervous, usually complaining about how cold it is, and always disappointed about how inefficiently uncooperative humans are.
Goals: The Coleosketiktip tell stories that before the Scream they had been a mighty empire. Their queens are psychic, and the Scream caused the vast majority of settlements to die out - those that survived managed to hatch new queens. Eksep really wants to survive - but if he can find evidence that these myths had truth, he would certainly try to verify or discover the truth about his people. He's also a male with the potential to become a suitor for a queen (who are elephant-sized, bulbous, generally intimidating and unpleasant), and if given the opportunity, he would say yes. He'd also really, really like to work on a battleship or carrier.
HP: 7
Attributes
STR 10, 0
DEX 14, 1
CON 14, 1
INT 14, 1
WIS 8, 0
CHA 10, 0
Skills
Combat/Gunnery 0, Culture/Spacer 0, Culture/Tribal Worlds 0, Exosuit 1, Navigation 0, Tech/Astronautics 1, Tech/Postech 1, Vehicle/Grav 0, Vehicle/Space 0
Languages: English, Coleosket, One Other
Attack Bonus, Saves
Attack Bonus 0, Physical Save 16, Mental Save 15, Evasion Save 12, Tech Save 11, Luck Save 14
Equipment
100 credits, Compad, Metatool, Toolkit/Astronautics, Vacc suit
PSN: ChemENGR
Background: Researcher
Class: Psychic
Package: Military Psychic
Appearance:
Kulanids are humanoid in stature. Their defining characteristic is purple skin and tentacled mandibles. Many Kulanids often wore cloaks to protect against the continuous rain found on their planet. Sol wears his military issued multifaceted Rifle-integrated headsight over his eyes.
Backstory:
Solonatin was a researcher. A respected position in his race, the Kulanids. They were devoted to discovering what caused the Scream and were positive that whatever happened would happen again. As this was their main focus, the Kulanids never saw the first attack coming. In one assault, half their planet was wiped out and an army was marching to eradicate the rest. The enemy was a grotesque insectoid race. Solonatin volunteered. Solonatin had a natural aptitude for hand to hand combat and infiltration, making him a wanted recruit for the Kulanid Sniper Unit. Mainly used on solo missions, the Sniper Units were fabled to being death to those in their wake. During the entire war only one was ever captured and presumed executed. The enemy called them "Revenants". The war was being lost and every ship was to transport the remaining race off the planet. Solonatin stayed behind with those that remained to protect the escape, a lucky decision as most of the convoys were destroyed before leaving the atmosphere. After surviving for what seemed like an eternity, Solonatin was able to smuggle himself aboard an outbound supply ship and escape from his tortured planet.
Goals:
Find the rest of his race...if any remain.
Learn about the source of the Scream
Survive
HP: 1d4
PP: 2
Attributes
STR 10 (+0)
DEX 14 (+1)
CON 14 (+1)
INT 9 (+0)
WIS 14 (+1)
CHA 9 (+0)
Skills
Culture/World 0, Perception 0, Science 0, Tech/Pretech 0, Combat/Projectile 0, Combat/Psitech 0, Stealth 0, Tactics 0
Psychic Disciplines:
Primary: Teleportation
Secondary: Telepathy
Languages: English, Kulanish
Attack Bonus, Saves
Attack Bonus 0, Physical Save 13, Mental Save 12, Evasion Save 15, Tech Save 16, Luck Save 14
Equipment
Combat Field Uniform
Kinesis Wraps
Sniper Rifle: 2d8, 1,000/2,000, mag 1
Mag Rifle: 2d8+2, 300/600, mag 10
40 Sniper Rifle Ammo
100 Mag Rifle Ammo
Backpack TL4
Climbing Harness
Lazarus Patch
Survival Kit
PSN: ChemENGR
We aren't all psychic, but it is certainly not uncommon. This is partially the reason why my race was so inclined to find the cause of the Scream. As the first time it came a large population was wiped out and fear that another cataclysmic event would decimate our race. And even that was before the war that struck our homeworld. Now it is even more imperative that if it exists, it is prevented. If I can do anything I can to delay or abolish the threat, I will do it.
Neaden:
Thanks
PSN: ChemENGR
I will definitely use the stuff form your guys backgrounds and goals to flesh out the randomly generated systems. I will also make sure that there are opportunities to work on your goals. A big goal like find the source of the scream won't be all at once, but I will work in opportunities for you to make progress.
PSN: ChemENGR
I'm going to put the OP up tommorow night, you can finish up your characters before you post in it. Until then
SPAAAAAAAAAAACE!